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Messages - kayy

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1
NGUI 3 Support / NGUI Snapshot Point xx
« on: August 12, 2014, 07:56:36 AM »
All elements of the prefab toolbar contain an empty child 'NGUI Snapshot Point 36'. What are these children supposed to do? Can I delete them?

2
NGUI 3 Support / How to check if a font supports a given symbol
« on: October 28, 2013, 12:42:11 PM »
In my Unity-iPhone project I get a formatted price from app store for my in-app purchases e.g. "1,79 €".

I use a font made with bmglyph and noticed that the euro sign is missing. I don't want to generate the font again because I finished all tests and I remember font generation was a bit tricky months ago. Instead I would like to check which parts of a string can be displayed and replace an unsupported currency sign by its code e.g. EUR.

Running the app in editor with my IAP simulation I get three subsequent question marks (cannot write it because it ends up as emoticon) within the label's text property the replacement works fine. On iOS this approach doesn't work, no question marks to check for. Is there any alternative method to check if a character is supported?

Thanks
Update:
I survived font creation including the currency symbols 0x02a0 to 0x02bf. The bigger font atlas seems to decrease performance on old iPhones not too hard. Thus the concrete problem is solved.
Anyway it could be interesting to have some bullet proof backup solution.

3
NGUI 3 Support / Re: Two questions aobut 2.6.1
« on: June 11, 2013, 03:42:44 PM »
OK that's what I wanted to hear. Thanks for the quick answer - and your famous product NGUI in general :-))

BTW 3.5.7f6 is the most recent version of Unity 3, I just ran an update check. Don't know why this error is showing up here and not at other places. However, as long as it works I don't need answers for all questions ;-)

4
NGUI 3 Support / Re: Two questions aobut 2.6.1
« on: June 11, 2013, 01:31:05 PM »
Thanks for the slider hint, it's working.
What about the compiler error? Can you confirm (or rather do you think ;-) that commenting out is alright?

Preprocessor define UNITY_3_5 appears to be unset but if the code is just a fallback for old Unity versions running OpenGL 1.x, I don't care. That's how the code looks like now and it seems to work so far:

  1. #if UNITY_ANDROID || UNITY_IPHONE
  2. //#if !UNITY_3_5 || !UNITY_4_0
  3. //              if (PlayerSettings.targetGlesGraphics == TargetGlesGraphics.OpenGLES_1_x)
  4. //              {
  5. //                      maxSize = Mathf.Min(maxSize, 1024);
  6. //              }
  7. //              else
  8. //#endif
  9.                 {
  10.                         maxSize = Mathf.Min(maxSize, NGUISettings.allow4096 ? 4096 : 2048);
  11.                 }
  12. #endif
  13.  

Am I the only one having this problem??

5
NGUI 3 Support / Re: Two questions aobut 2.6.1
« on: June 11, 2013, 11:00:18 AM »
I just updated from 2.3xx to 2.6.2 and got the above mentioned compiler error on Unity 3.5.7f6 target iOS:
  1. Assets/ImportedAssets/NGUI/Scripts/Editor/UIAtlasMaker.cs(121,36): error CS0117: `UnityEditor.PlayerSettings' does not contain a definition for `targetGlesGraphics'

Commenting out lines 120-126 makes the compiler happy so far, but I don't know about side effects.
What do you recommend?

Update:
After some testing I found out that commenting out has side effects on sliders. Their range is now limited to about 60% of the specified max value.

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